Formación Cognitiva de Atención y Memoria De Miembros Universitarios con Juegos Electrónicos
DOI:
https://doi.org/10.15448/1980-8623.2019.4.29466Palabras clave:
videojuegos, atención, memoria, adultos jóvenes.Resumen
Los estudios han demostrado el potencial de los videojuegos para entrenar habilidades cognitivas. El presente estudio verificó la efectividad
del entrenamiento con juegos electrónicos para mejorar las funciones cognitivas de atención y memoria de los estudiantes universitarios.
Veinticinco estudiantes universitarios, con edades comprendidas entre 18 y 29 años, de ambos sexos participaron en la investigación. Se
utilizaron senderos, nombres de Boston, lista de palabras, dígitos de subprueba de la escala de clasificación de inteligencia para adultos
de Wechsler, prueba de dibujo de reloj, fluidez verbal: animales y cuestionario de queja de memoria subjetiva. La capacitación con juegos
electrónicos utilizó juegos comerciales, elegidos por el equipo de investigación. El entrenamiento duró entre 5 y 16 semanas, con un tiempo
de entrenamiento progresivo de 20 a 60 minutos. Los participantes fueron equivalentes en funciones cognitivas en la prueba previa,
después de que las diferencias de intervención se observaron en la memoria inmediata, memoria tardía, reconocimiento, memoria inversa
de dígitos, atención y nomenclatura. Los resultados indican que los juegos electrónicos pueden ser herramientas útiles para entrenar habilidades
cognitivas, pero como el tamaño de la muestra es pequeño, se necesitan estudios futuros para ampliar el conocimiento en el area.
Descargas
Citas
Alves, L., & Carvalho, A. M. (2010). Videogame e sua influência em teste de atenção. Psicologia em Estudo, 15(3), 519-525. https://doi.org/10.1590/s1413-73722010000300009
Aranha, G. (2006). Jogos eletrônicos como um conceito chave para o desenvolvimento de aplicações imersivas e interativas para o aprendizado. Ciências & Cognição, 7, 105-110.
Atalaia-Silva, K.C., & Lourenço, R. A. (2008). Tradução, adaptação e validação de construto do Teste do Relógio aplicado entre idosos no Brasil. Revista de Saúde Pública, 42(5), 930-937. https://doi.org/10.1590/s0034-89102008000500020
Baum, C., & Maraschin, C. (2017). Level up! Desenvolvimento cognitivo, aprendizagem enativa e videogames. Psicologia & Sociedade, 29, 1-11. https://doi.org/10.1590/1807-0310/2017v29132334
Ballestros, S., Mayas, J., Ruiz-Marques, E., Pietro, A., ... Reales Avilés, J. M. (2017). Effects video game training on behavioral and electrophysiological measures of attention and memory: protocol for a randomized controlled trial. JMRI Publications, 6(1), 1-20. https://doi.org/10.2196/resprot.6570
Bavelier, D., Achtman, R., & Föcker, M. (2012). Neural bases of selective attention in action video game players. Vision Research 61, 132-143. https://doi.org/10.1016/j.visres.2011.08.007
Bertolucci, P. H. F., Okamoto, I. H., Toniolo Neto, J., Ramos, L. R., & Brucki, S. M. D. (1998). Desempenho da população brasileira na bateria neuropsicológica do Consortium to Establish a Eegistry for Alzheimer’s Disease (CERAD). Revista de Psiquiatria Clínica, 25(2), 80-83.
Boot W. R., Basak C., Erickson K. I., Neider M., Simons D. J., Fabiani M., ... Kramer A. F. (2010). Transfer of skill engendered by complex task training under conditions of variable priority. Acta Psycholica, 135, 349–357. https://doi.org/10.1016/j.actpsy.2010.09.005
Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129, 387–398. https://doi.org/10.1016/j.actpsy.2008.09.005
Colzato, L. S., van den Wildenberg, W. P. M., Zmigrod, S., & Hommel, B. (2012). Action video gaming and cognitive control: playing first person shooter games is associated with improvement in working memory but not action inhibition. Psychological Research, 77(2), 234-239. https://doi.org/10.1007/s00426-012-0415-2
Cutter, C. J., Schottenfeld, R. S., Moore, B. A., … Barry D. T. (2014). A pilot trial of a videogame-based exercise program for methadone maintained patients. Journal of Substance Abuse Treatment, 47(4), 299-305. https://doi.org/10.1016/j.jsat.2014.05.007
Chiappe, D., Conger, M., Liao, J., Caldwell, J. L., & Vu, k. P. L. (2013). Improving multi-tasking ability through action videogames. Applied Ergonomics, 44, 278-284. https://doi.org/10.1016/j.apergo.2013.01.005
Chisholm, J. D., Hickey, C., Theeuwes, J., & Kingstone, A. (2010). Reduced attentional capture in action video game players. Attention, Perception, & Psychophysics, 72(3), 667–671. https://doi.org/10.3758/app.72.3.667
Conners’ K. C., & MHS Staff (2006). Conner’s Continuous Performance Test (CPT II) – Technical Guide and Software Manual. Canada: MHS. DOI inexistente
Draganski B., Gaser C., Kempermann G, Kuhn, H.G., Winkler, J., Büchel, C., & May, A. (2006). Temporal and spatial dynamics of brain structure changes during extensive learning. Journal of Neuroscience, 26(63), 14–7. https://doi.org/10.1523/jneurosci.4628-05.2006
Dozzibrucki, S. M., S. M. F., Malheiros, I. H. Okamoto, & Bertolucc, P. H. F. (1997). Dados normativos para o Teste de Fluência Verbal categorias animais em nosso meio. Arquivo de Neuropsiquiatria, 55(1), 56 – 61. https://doi.org/10.1590/s0004-282x1997000100009
Dye, M.W. G., & Bavelier, D. (2010). Differential development of visual attention skills in school-age children. Vision Research, 50, 452-459. https://doi.org/10.1016/j.visres.2009.10.010
Francis, D. B., Cornello, M. L. G., & Marshall, L. H. (2016). How does gameplaying support values and psychological well-being among cancer survivors?
Games for health journal: research, development, and clinical applications, 5(2), 1-7. https://doi.org/10.1089/g4h.2015.0044
Gnambs, T., & Appel, M. (2016). Is computer gaming associated with cognitive abilities? A population study among German adolescents. Intelligence, 1-10. https://doi.org/10.1016/j.intell.2016.12.004
Green, C. S., & Bavelier, D. (2006). Action video game experience alters the spatial resolution of attention. Psychological Science, 18, 88 - 94. https://doi.org/10.1111/j.1467-9280.2007.01853.x
Klingberg, T. (2010). Training and plasticity of working memory. Trends in Cognitive Sciences, 14, 317–324. https://doi.org/10.1016/j.tics.2010.05.002
Kristjánsson, A. (2013). The case for causal influences of action videogame play upon vision and attention. Attention, Perception & Psychophysics, 75, 667-672. https://doi.org/10.3758/s13414-013-0427-z
Leiker, A. M., Bruzi, A. T., Miller, M. W., Nelson, M., Wegman, R., & Lohse, K. R. (2016). The effects of autonomous difficulty selection on engagement, motivation, and learning in a motion-controlled video game task. Human Moviment Science, 49, 326-335. https://doi.org/10.1016/j.humov.2016.08.005
Li, R., Polat, U., Scalzo, F., & Bavelier, D. (2010). Reducing backward masking through action game training. Journal of Vision, 10(14), 1-13. https://doi.org/10.1167/10.14.33
Miotto, E. C., Sato, J., Lúcia, M. C. S., Camargo, C. H. P., & Scaff, M. (2010). Desenvolvimento de uma versão adaptada do Boston Naming Test para a língua
portuguesa. Revista Brasileira de Psiquiatria, 32 (3), 279-282. https://doi.org/10.1590/s1516-44462010005000006
Morris, J. C., Heyman, A., Mohs, R. C., Hughs, J. P., Van Belle, G., Fillenbaum, G., ... Clark, C. (1989). The Consortium to Establish a Registry for Alzheimer’s
Disease (CERAD): Part I. Clinical and neuropsychological assessment of Alzheirmer’s disease. Neurology, 9, 1159-1165. https://doi.org/10.1212/wnl.39.9.1159
Montiel, J. M., & Capovilla, A. G. S. (2009). Teste de Trilhas. Em A. G.S. Capovilla & F.C. Capovilla (Orgs.), Teoria e pesquisa em avaliação neuropsicológica (pp. 94-95). São Paulo: Memnon.
Misha, J., Bavelier, D., & Gazzaley, A. (2012). How to assess gaming – induced benefits on attention and working memory. Games for health journal: research, development, and clinical applications, 1(3), 192-198. https://doi.org/10.1089/g4h.2011.0033
Nouchi, R., Taki, Y., Takeuchi, H., Hashizume, H., Nozawa, T., … Kawashima R. (2013). Brain Training Game Boosts Executive Functions, Working Memory
and Processing Speed in the Young Adults: A Randomized Controlled Trial. PLoS ONE, 8(2), 1-13. https://doi.org/10.1371/journal.pone.0055518
Neubauer, A. C., Bergner, S., & Schatz, M. (2010). Two vs. three dimensional presentation of mental rotation tasks: Sex differences and effects of training on performance and brain activation. Intelligence, 38, 529–539. https://doi.org/10.1016/j.intell.2010.06.001
Oliveira, V. B. (2007). Jogos de regras e a resolução de problemas. Petrópolis:Vozes.
Ray, N. R., O’Connell, M. A., Nashiro, K., Smith, R. T., Qin, S., & Basak, C. (2017). Evaluating the relationship between white matter integrity, cognition, and varieties of video game learning. Restorative Neurology and Neuroscience, 35, 437-456. https://doi.org/10.3233/rnn-160716
Redick, T. S., & Webster, S. B. (2014). Videogame interventions and spatial ability interactions. Frontiers in Human Neuroscience, 8(183), 1-5. https://doi.org/10.3389/fnhum.2014.00183
Santos, J. (2011). Validação do Teste de Trilhas B para uso em pacientes brasileiros com câncer em cuidados paliativos. Dissertação de mestrado, Universidade de São Paulo. https://doi.org/10.11606/d.7.2011.tde-18082011-074222
Severini, G., Straudi, S., Pavarelli, C., Roit, M. D., & Basaglia N. (2017). Use of Nintendo Wii Balance Board for posturografic analysis of multiple sclerosis
patients with minimal balance impairment. Journal of NeuroEngineering and Rehabilitation, 14(19), 1-14. https://doi.org/10.1186/s12984-017-0230-5
Suzuki, F. T. I., Matias, M. V., Silva, M. T. A., & Oliveira, M. P. M. T. (2009). O uso de videogames, jogos de computador, e internet por uma amostra de
universitários da Universidade de São Paulo. Jornal Brasileiro de Psiquiatria, 58(3), 162-168. https://doi.org/10.1590/s0047-20852009000300004
Scholz, J., Klein, M. C., Behrens, T. E. J., & Johansen- Berg, H. (2009). Training induces changes inwhite- -matter architecture. Nature Neuroscience, 12(11), 1370–1371. https://doi.org/10.1038/nn.2412
Steenbergen, L., Sellaro, R., Stock, A. K., Beste, C., & Colzato, L. S. (2015). Action video gaming and cognitive control: playing first person shooter game is associated with improved cascading but not inhibition. PLoS ONE, 10(12), 1-15. https://doi.org/10.1371/journal.pone.0144364
Tobiansky, R., Blizard, R., Livingston, G., & Mann. (1995). The Gospeal Oak Study stage IV: the clinical relevance of subjective memory impairment in older people. Psychological Medicine, 25(4), 779-786. https://doi.org/10.1017/s0033291700035029
Thompson, D., Bhatt, R., Vazquez, I., Cullen, K. W., … Liu, Y. (2015). Creating action plans in a serious video game increases and maintains child fruit-vegetable intake: a randomized controlled trial. International Journal of Behavioral Nutrition and Physical Activity, 12(39), 2-10. https://doi.org/10.1186/s12966-015-0199-z
Thorell, L. B., Lindqvist S., Bergman Nutley S., Bohlin G., Klingberg T. (2009). Training and transfer effects of executive functions in preschool children. Dev. Sci. 12, 106–113. https://doi.org/10.1111/j.1467-7687.2008.00745.x
Toril, P., Reales, J. M., & Ballesteros, S. (2014). Video game training enhances cognition of older adults: A meta-analytic study. Psychology and Aging, 29(3),
–716. https://doi.org/10.1037/a0037507
Wentik, M. M., Berger, M. A. M., Kloet, A. J., … Vliet Vlieland, T. P. M. (2016). The effects of an 8-week computer-based brain training programme on cognitive functioning, QoL, and sef-efficacy after stroke. Neuropsichological Rehabilitation, 4(45), 1-19. https://doi.org/10.1080/09602011.2016.1162175
Descargas
Publicado
Cómo citar
Número
Sección
Licencia
Derechos de Autor
La sumisión de originales para la Psico implica la transferencia, por los autores, de los derechos de publicación. El copyright de los artículos de esta revista es el autor, junto con los derechos de la revista a la primera publicación. Los autores sólo podrán utilizar los mismos resultados en otras publicaciones indicando claramente a Psico como el medio de la publicación original.
Creative Commons License
Excepto donde especificado de modo diferente, se aplican a la materia publicada en este periódico los términos de una licencia Creative Commons Atribución 4.0 Internacional, que permite el uso irrestricto, la distribución y la reproducción en cualquier medio siempre y cuando la publicación original sea correctamente citada.